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Messages - TomiTapio

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661
Prehistoric attacks

662
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 05, 2020, 06:01:03 am »
Good tips, IndigoFenix.
I'd add "make the civ's creature make many offspring", ie. [LITTERSIZE:3:7].

663
How can I create an interaction that only targets undead?
Something with IT_AFFECTED_CLASS,
or IT_IMMUNE_CLASS : general poison, which covers most animals.
Anyone got a list of hardcoded classes? Like FILTH_B is hardcoded material?

Hmm.. IT_REQUIRES offers choice of  NO_DRINK, NO_EAT, NO_FEVERS, NO_SLEEP, NOBREATHE, etc.
NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE... one of those should do the trick. I guess all undead are OPPOSED_TO_LIFE.
https://dwarffortresswiki.org/index.php/DF2014:Interaction_token#IT_REQUIRES

664
Match box label collecting

665
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 03, 2020, 08:39:29 pm »
How make LAYER_LINKED civs to trade with me?
I'm afraid it's impossible to trade with underground animalmen civs. Gotta make a custom aboveground civ out of them if want caravans.
https://dwarffortresswiki.org/index.php/DF2014:Entity_token#LAYER_LINKED

666
Matcha

667
What are the specific material tokens for dyes? I want to have a reagent that only allows red (hide root) dye, but nothing I try seems to work.
[REAGENT:DYE:150:POWDER_MISC:NONE:PLANT_MAT:ROOT_HIDE:STRUCTURAL]
It's not that plant's structural, it's probably the MILL material:
Plant has:
   [USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
      ........ [POWDER_DYE:RED] ....
   [MILL:LOCAL_PLANT_MAT:MILL]

Try [REAGENT:dye1:150:POWDER_MISC:NONE:PLANT_MAT:ROOT_HIDE:MILL]

668
.
OldGenesis 47.04c wit dem Feebus tiles, is out yonder:
http://dffd.bay12games.com/file.php?id=14887

Includes a very short history world that took many attempts to create. Worldgen crashes in year 12 and 15 also.

Changelog:
Spoiler (click to show/hide)

ps. heck, dark dwarves in caves, and a Red Dragon comes!

Also ASCII version, with one 33 years world, is uploaded:
http://dffd.bay12games.com/file.php?id=14888


edit: 62 users have downloaded .04c, thanks!

669
Car Bra

670
EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?
Got LOADS of custom positions, all raws are visible in the OldGenesis uploads.
One could experiment with position/civ deletions until there's no worldgen crashes...

Gave [RESPONSIBILITY:MILITARY_STRATEGY]   [RESPONSIBILITY:ESPIONAGE][RESPONSIBILITY:ATTACK_ENEMIES] [RESPONSIBILITY:PATROL_TERRITORY]
to dwarf militia captaints.

671
Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?
Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...Mainly around the years 60 to 80.
I have gut feeling the medium blessing is like 1 in 10 worlds rare. Would need like 20 worlds' generated-raws dumps, looking for medium blessings.
Here's one syndrome raws dump, 3.7 MB  http://dffd.bay12games.com/file.php?id=14822

OldGenesis worldgen, "small island crash test" consistently crashes on year 32 or 33. Create-now crashes between years 14 and 120.

672
That reminds me...
*uploads DF 47.xx compatible FINNISH language files*

One version with ÄÖ äö for ascii users, one version for graphics tile users with AO ao. Hyvää päivää!
http://dffd.bay12games.com/file.php?id=14884

673
DF Announcements / Re: Dwarf Fortress 0.47.04 Released
« on: March 02, 2020, 09:02:35 am »
Jolly good work, Master Toady!

What RAW was changed in 47.04?
*uses WinMerge code comparison tool*
Nothing except [CREATURE:GECKO_LEOPARD] description and prefstring.

*tests OldGenesis worldgen crashing*
small island: Year 33 crash, year 32 crash, 33 crash, 33 crash... very consistent! No success beyond year 33.
createnow-defaults: year 117 crash, year 15 crash, 35 crash.

674

OldGenesis Ironhand 47.04c is uploaded!
http://dffd.bay12games.com/file.php?id=14885


Heck, current mountainside dwarven fort is IN A BAD REGION.
Nearby civs are: dwarves(WAR), dwarves(WAR), Groblins(WAR).
Reachers in the caves.

ps. Modders may be interested in my FINNISH LANGUAGE raws: http://dffd.bay12games.com/file.php?id=14884

675
big blopsy particles

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